Three Rings for the Black Arrow in their Church of Gold,Seven for the Founders of this Hell, deep in their graves,Nine for Goblin Hordes Doomed to Die,One for Japa on his Thone, Laughing at us all,In the Bay12 Forums where Mermaids Die,One Rings to Rule them all, One Ring to find them,One Ring to bring them all, and online, build a Bell,In the Bay12 Forums where Morality Dies.

Constructivory the Succession TowerChapter XVII: The Fall

Provisional Overseers List

Bearskie

TheCheeseMaker

DDDragoni

MobRules

Immortal-D

Zuglarkun

Japa

Heretic

DDDragoni

Zuglarkun

Immortal-D

Bearskie

Japa

TheImmortalRyukan

Sanctume

TheCheeseMaker

Bearskie

TOWER RULES

All buildings shall be built in/on the tower.

Farms must be outside the tower.

Every new turn, the overseer must add a MINIMUM of one z-level to the tower.

Try not to remove another overseer's creation unless absolutely necessary.

Zefon Bengengudib, Broker: I can assure you we all have good excuses for not doing work.

Zefon: You see, two dwarves were resting in the hospital.

Zefon: Two dwarves were in the military, and everyone knows they can’t work. HiddenLeafGuy and I were on break or drinking, so we couldn’t work, and most of the rest were at a party vital to the survival of this fort. We needed that party.

A marksdwarf died from infection today. I assume she was injured fighting the giant cave spider. That makes four military dwarves dead during my rule. It also means if you’re in the military and your name is not Shipcat, your survival chances for more than one year are about 50%.

''I will now show you how to better bite targets. This is a skill mostly useful for werebeasts, which we are not. Should you secretly be a werebeast (which isnt the case) or ''accidentally'' become one, this is how, absolutely theoretically, you'd go about to inflict maximum damage and infection.''

"Hey mayor, what is that horrible hissing noise coming from the tower?"

"Oh, pay no heed to it, that's just our bookkeeper. I've heard rumors that she has a secret identity, a superhero perhaps? What with her hiding in her secret lab all day long doing super secret superhero stuff. But who knows really?", remarked the mayor as she gave me a knowing wink.

I remember back in the day when the primary focus of the fortress was building the tower. That almost lasted a full turn and a half before the queen died and eveything went to hell. Now it's a lot like a regular successsion fortress, but with even more insane architecture and a global war that makes Constructivory, with its death toll of about 10% per year, one of the safest and most stable places on the planet.

There's been some signs of suspicious activity around Constructivory lately. A few bubbles visible in puddles, dwarves without dirt on every inch of their bodies, and--dare I say it--the smallest hint of minty freshness.

why kill elves if you could torture them, make them betray their friends, denounce their "force", make them watch trees being chopped down, feed them meat and throw them in magma as a sacrifice for almighty Armok?

Wowzah, what a reception . 9 turns signed up for already! -tacks on a hurriedly drafted turn list to the front post-

Alright, time to get down to business. I've generated a couple of regions looking for the perfect embark site for our tower; tweaked a couple of minor settings in worldgen, nothing too much. The world size is 'smaller', history is only up to 50 years, minerals are at a relatively frequent 750. The z-level cap has been increased to it's maximum: 100z's of sky. And lastly, civilization numbers have been bumped up, meaning all sites will have human, dwarves, elves and goblin neighbours.

Right down below are 5 different embarks I've selected, in order of increasing extremeness. Give me your opinions on them, and we'll see which one to choose!

Welcome to Siberia. Situated in a cold dual-climate environment, this may be the direct opposite of the previous embark. We're still scarce on trees, but at least the aquifiers are likely to be frozen most times of the year. Oh, and the desert is named after Taupe.

I'm a sucker for biome diversity, so this is my personal favourite. The landscape is a well-elevated river basin, and all the biomes are distinct with their own plantlife and wildlife. Unfortunately, every one of them except the forest is full of aquifiers, which may make building materials hard to get.

Is it possible to change the sky limit post-generation? I just don't see how we would possibly survive long enough to reach the top. For the sake of fps, I think a sky of 50-60 would be plenty. I'm also torn between Site 3 & 5 ..... 5. As for embark size, I always do a minimum of 4x4. In my experience, if you're going to have fps problems, then a few extra tiles won't make a difference; but having extra building & cavern space is worthwhile.